(A quasi-sequel to You Are WIZARD! (http://www.bay12forums.com/smf/index.php?topic=65275.0) This is still a suggestion game.)
You awaken, as usual, at what appears to be a room in the town of Flom. Of course, it is not; that was just an impressive illusion converted to fit whoever lived in the room. You're at the Academis Primus, in Quarlx, center of of the Zionic lands. Only two kinds of students end up here: The great mages-in-training, the too-talented students of everywhere else of importance (Reyk Figarans excluded), and those who had caused...impropriety in magic, to be polite.
More directly, they'd been caught being unacceptably rogue (or something else that drew too much bad attention) and were here to be knocked upside the head (figuratively) before being allowed to continue anything. Only way to tell them apart really was asking specific questions to specific psionics students, otherwise they acted more or less alike.
A few years ago they said you could tell them apart easily: you either had a ridiculously pointy hat, or you didn't. But the reason for that changing, aside from the official answer ("It is simply just a consequence related to the reason Reyk Figarans are disallowed, feel free to wear whatever headgear you wish as long as it does not involve enraged cauterized decapitation of fellow students. If a second case of that EVER happens here again, you will be disintegrated with extreme prejudice, and your parents/guardians notified of your de-existence.") was hidden, and hopefully you are part of the former group and not the latter. Being stuck near the experimental rooms as someone with not much interest in that area was problematic to your thoughts in general, and your memory specifically. Sometimes you'd wake up and not remember what your name was but could narrate the entirety of the most recent play to have been performed nearby.
...damnit. Today was one of those days. But it was at least a play you'd heard of before this time.
Pick two magic schools from below, and then the following for our character (magics will be by majority):
Name:
General appearance:
Name of the play (optional):
Other (optional):
Magics:
There might be more kinds of magic, but they don't mention them around here.
Pyromancy, That which Explodes Much.
Cryomancy, That which is Chilled Out.
Psionics, That which is Quiet.
Magitechnica, That which Creates Things.
Metamage, The Wizard who did it. (No, you can't pick this as a start point)
Also Alchemy, though thats usually not counted as a kind of wizard as much as it is just general magery.
Most likely not final. But they're pretty solid as far as I'd think, for general use here.
(Borrowed and adapted from GreatWyrmGold's A Beginner's Guide game)
<1: Epic Failure
1-5: Critical Failure
6-9: Near Miss
10-19: Success
20: Critical Success
>20: Masterful Success
I have a d20, and I want to use it. Thus the scale shifted accordingly.
The higher your skill level is, the less you need dice rolls. Thats the basic concept I've been thinking of, mechanicswise. If I need to detail it further, I'll get to that when necessary. Like the original WIZARD though, if its cool enough Rule of Cool might override mechanics. If that happens there will probably be alttext if I remember to roll for them anyway.
Skills come in the following levels:
Untrained: You have no idea what you're doing and are highly likely to just blow your self up if you screw up too much (You get a -5 penalty). You become Initiate after a successful skill roll, or Novice by training.
Initiate: You've managed to pull off the skill in question once or twice. You get a -4 penalty and advance by actually getting trained in someway. (This can include succeeding enough that someone hails you as that kind of mage even if you haven't had any 'proper' training)
Novice: You have enough knowledge to be called a mage, but luck notwithstanding, you aren't going to be particularly impressive, and theres still a chance of (unintentional) explosive backfires (You get a -3 penalty). There are four ranks of novices (I, II, III, IV, the last rank having no penalty on smallish uses of the skill but oherwise the same as previous rank with a -1). To advance further you must beat a Wizard in either a duel or in a debate. They get to pick the debate.
Wizard: You are what they call a 'practical mage', and can do almost anything within reason as long as its within your chosen art. The problem is getting the elemental components to cooperate with you on major works, and that is less a problem of skill and more of argumentation or luck. This level of skill does not exist for Metamagery outside of the very few exceptions given prior to these ranks being implemented over the older system, but holds no inherent penalty either.
Archmage: This seems to automatically cause a reroll, since you are such a skilled master of your area that it rarely does not do what you want. Legendary are the tales of reaching this kind of level, few are the ones who succeed. Presumably you need to do something epic with the skill in question. (Unlike Wizard level, this level does exist for Metamages.)
Enchantments are based off of one of two things:
1. The most relevant magic skill (So you could make a welding ring via pyromancy, yes)
2. Metamagery (for things that don't fit any skills we know. This is the more difficult way.)
For once, I've actually made a notable amount of notes before starting a game. Since I tended to start games, have no idea where to go after a few turns (or end up describing myself into a corner occasionally), or jsut didn't describe enough things to actually do much, A lo of things I've started kinda went...blah. Which, while it does give me less to do, that not why I started them. :\
This one should not, since I'm better prepared for it this time.
Also, While the original You Are WIZARD is totally canon (except for altered mechanics) as far as this goes, the previous you are wizard [II] does not count for anything since I'm rather embarrased how much of it was just referenses to anything I felt like referencing at the time. However, the main character from there might show up at some point (since they weren't as referencey), and the two towns Pot and Riin are staying, since more places to go is rather good.
When I'd posted before, I didn't notice there were actually
two Petras. So I picked the one that fit the voted magics better and then gave her the other petra's hair instead.
The perils of combined characters can include but not nessesarily mean: Altered hair color, missing property, confusion.
There you go, that was it. You are Petra Arcane, though for some reason you also woke up with blue-ish hair.
The question now is, what do you do? Its a bit early to start anything here at the academy, besides just wander around or go do something in Quarlx instead. Everything except clothing seems to be intact though, including the bed, and the door. Normally the clothing would be a problem, but this is the middle of the Academis Primus, there have been far weirder sights than simply a naked student walking about, to the point where you doubt anyone would notice until you entered the city proper.
In the meantime, the illusion floats back into the ceiling, and you see your room as it normally is: Blasting rod off to the side of your bed, tactically placed furniture to ensure inattentive people trip as much as possible, and a fairly decent shade of orange intersliced with the navy blue of the magitech department on the wall to represent your favored fields of magic. Closet hidden in the wall next to you, clothes drawer in its position mid-room.
Novice Pyromancer I
Novice Magitechnician I
Untrained Cryomancer
Untrained Psionicist
Untrained Metamage
Untrained Alchemist
I did immediately, but I was busy talking about other things to grin at gwg's reference.
Knocking the drawer open with your blasting rod, you find...pants. All of your drawers have turned into pants aside from one. You collect what you can and after a through inspection, find the dregs of a poorly mixed potion in the bottom of what was supposed to be the sock drawer.
Time to wake up a certain prankster alchemist then. But considering they're rather far off in the building, you could probably take a couple side trips on the way there and still get there before they wake up.
((Take your average fancy collage and add a strong dose of wizard. That should describe where we can go well enough.))
Blasting Rod
Heavily distorted shirt
Navy blue shorts
Shoes of Minor Magic
Novice Pyromancer I
Novice Magitechnician I
Untrained Cryomancer
Untrained Psionicist
Untrained Metamage
Untrained Alchemist
Breakfast is considered, but you wouldn't be able to get there, decide, eat, and debate whether or not to eat more in time before he wakes up, so you head to the workshop instead. The doors are open already, and you find another magitechnician in there. You ignore him and start to finish the important part for this: a flashing light set into the top temporarily. Peeking at the parts pile, you find a decent light, and while its not the best fit, its good enough to irritate a sleeping wizard, so you tighten it in place and head over there.
...The door is locked. But considering its just a mechanical lock and not anything fancy, with a good shove and a bit of magic-imbued force, you reassemble the lock internals open and thwack him on the head. The force of the blow both knocks him out of bed (and awake), and triggers the light on. He rubs his eyes, grabs a bottle on the end table of his and tosses the contents at you, which causes your clothes to dissolve and you to pound him with your blasting rod instead.
"Heh, I s-see you f-found me a-already, P-petra. Still looking g-good, I see..." he says as he collapses on the floor grinning.
Partially constructed Mechastaff
Blasting Rod
Shoes of Minor Magic
Magic is the same.
Hehe. Anyway...
---
Checking in his closet, you find nothing in particular besides a cloak. You put the cloak on, smack him again, and walk out to go do other things. It'd be a bit more dangerous than usual to continue working on the Mechastaff right now, but unless the instructor is in there to insist on safety gear theres technically nothing stopping you from doing that. Or you could go find someone to help drag him out of the room with. Or go eat. Theres more to do than you'd thought, actually.
Partially constructed Mechastaff
Blasting Rod
Alchemical Cloak
Shoes of Minor Magic
Novice Pyromancer I
Novice Magitechnician I
Untrained Cryomancer
Untrained Psionicist
Untrained Metamage
Untrained Alchemist
You drag Dron out of his room and leave him in the middle of the hallway pantsless while you go eat, then later trade his pants for the correct antidote and fix your drawer for later.
More important is finishing the staff, which you start by removing the light. The cloak gets singed instead of you while you were rewiring it to have a rotating gear at the top instead of the light, but theres not enough decent scrap remaining to fill out the staff. So for now, its a wand instead.
What to do now though? You've sorted out almost everything there really is to do this morning as far as the academy goes.
Wand-like Mechastaff
Blasting Rod
Singed Alchemical Cloak
Flameproofed shirt
Flameproofed pants
Shoes of Minor Magic
You go back to Dron's room and seeing as he isn't awake again yet, you take his stuff. Not all of it of course, most of it doesn't help and it would take all day to extract anything useful out of that brick of a textbook. What you need is hidden under a pile of flasks: Some flasks and a basic alchemy set. You also take the apple-colored orange and a bucket of water while you go into the city to acquire something to dump in the water. What exactly that should be you have no idea though.
Nearby locations in town:
Shops
Sparkling Gem, the tavern/jewelry store
Assorted trash recepticles
Houses
Back Alleys
Basic alchemy set
Flasks
Bucket (water)
Partially constructed Mechastaff
Blasting Rod
Alchemical Cloak Bag
Shoes of Minor Magic
A small pile of gold.
Novice Pyromancer I
Novice Magitechnician I
Untrained Cryomancer
Untrained Psionicist
Untrained Metamage
Untrained Alchemist
Before you start, you fill a few flasks with water incase you somehow end up using all of the bucketwater. You haven't technically studied this before, but enchanting is enchanting, right?
First off, you gather up the broken bits of stone and the lizards into the bucket, and then concentrate on what is probably alchemical magic while pointing at the bucket
The lizards explode into rocks, which strike you in the nose and chest. Cuts that bled for a moment and a broken nose aside, it was a success: You turned the lizards into stone lizards. They didn't remain intact for all of 2 seconds, but they were stone. And also really painful to get hit by.
You then try to combine the partially-eaten apple and the dead grass together, which is only slightly more successful, giving you a mushy apple-colored substance that smells like grass sitting in the bucket water that wriggles. You aren't quite sure if that should really count as a success or not, but you dump it into a flask anyway, someone can tell you what it is later.
That finished, you pick the mauve plant, and leave. The cat follows you until you leave the alley.
Head: Broken nose
Chest: Minor cuts
Legs: fine
Feet: fine
Clothes: fine
Shoes: fine
Mauve plant from a back alley
Basic alchemy set
Flask: Wriggling apple/dead grass mush
A couple flasks
A few water flasks
Bucket (water, half full)
Partially constructed Mechastaff
Blasting Rod
Alchemical Cloak Bag
Shoes of Minor Magic
A small pile of gold.
Novice Pyromancer I
Novice Magitechnician I
Untrained Alchemist?
Untrained Cryomancer
Untrained Psionicist
Untrained Metamage
You look around for more lizards, and find some near a spilled bucket of iron bars. You take one or two into the bucket along with the lizards and Almost,but not exactly, make golem lizards. These turn out to just be lizard statues instead.
Close by: Someone's bucket of iron bars
Head: Broken nose
Chest: Minor cuts
Legs: fine
Feet: fine
Clothes: fine
Shoes: fine
A couple mediocre iron lizard statues.
Mauve plant from a back alley
Basic alchemy set
Flask: Wriggling apple/dead grass mush
A couple flasks
A few water flasks
Bucket (water, half full)
Partially constructed Mechastaff
Blasting Rod
Alchemical Bag
Shoes of Minor Magic
A small pile of gold.
Novice Pyromancer I
Novice Magitechnician I
Untrained Alchemist?
Untrained Cryomancer
Untrained Psionicist
Untrained Metamage
You start walking west towards the academy, trying to seperate the wiggle out of the mush. You succeed in seperating the wiggliness from it, and now have a flask of the essence of Wiggle and a feeling of accomplishment that you actually got something alchemy-ish done well.
Your nose continues to hurt however.
Location: Near the academy, Moving west through the city of Quarlx
Head: Broken nose
Chest: Minor cuts
Legs: fine
Feet: fine
Clothes: fine
Shoes: fine
A couple mediocre iron lizard statues
Mauve plant from a back alley
Basic alchemy set
Flask: apple/dead grass mush
Essense Flask: Wiggliness
A flask
A few water flasks
Bucket (water, half full)
Partially constructed Mechastaff
Blasting Rod
Alchemical Bag
Shoes of Minor Magic
A small pile of gold.
Novice Pyromancer I
Novice Magitechnician I
Initiate Alchemist
Untrained Cryomancer
Untrained Psionicist
Untrained Metamage
There is, but no one had suggested going to do that, they wanted to make stone lizards :P
---
You decide to go to the infirmary while dipping one of the statues in the Wiggliness. The statue is now wiggling, similar to the inside of that flask.
The nurse takes a look at you, rights your nose, and promptly goes back to tending to worse injuries, like the one on one of the beds that is part sheep for some reason, so you leave to show someone your statues. A few minutes later you've found one of the alchemy teachers who can't be bothered to pay for them, but does (after arguing it off you) give you a notable bag of gold for the essense of wiggliness instead. He also tells you that it is a useless mush without that wiggliness and dumps it into the trash before returning you the flask. You fill up the bucket and leave with the gold.
Location: a bench at the academy
Time: noonish.
A couple mediocre iron lizard statues
Mauve plant from a back alley
Basic alchemy set
A couple flasks
A few water flasks
Bucket (water)
Partially constructed Mechastaff
Blasting Rod
Alchemical Bag
Shoes of Minor Magic
An average pile of gold.
Novice Pyromancer I
Novice Magitechnician I
Initiate Alchemist
Untrained Cryomancer
Untrained Psionicist
Untrained Metamage
You put the wiggly paperweight on the table in your room, and then go torch some grass outside the academy. The grass doesn't burn to ash, but it does die so you collect the big swath of it and head back laughing about how well that turned out, then combine some of it with the mauve plant. A swirling mauve orb results, although it uses about half the bucket in the process. Mauve aside its a rather prettily swirling kind of thing, though you can easily tell it made out of grass, not crystal or anything like that.
A mediocre iron lizard statue
Burnt grass
Mauve swirly grass orb
Basic alchemy set
A couple flasks
A few water flasks
Bucket (water, half full)
Partially constructed Mechastaff
Blasting Rod
Alchemical Bag
Shoes of Minor Magic
An average pile of gold.
Novice Pyromancer I
Novice Magitechnician I
Initiate Alchemist
Untrained Cryomancer
Untrained Psionicist
Untrained Metamage
You go back to town in search of epic loot. Instead, you find a looter.
You fry her ass and collect the (only slightly melted) metal scrap she probably tore off a building. It seems to be mostly copper, which isn't exactly what you were looking for for your staff. You then drag her into a corner and debate whether or not to use the dead looter as alchemy reagents, before deciding you don't really want to cut up another person, even though it wouldn't exactly be difficult to conjure up a flame blade. But its a possibility, if gruesome.
Moving further into town, you find a goblin looking suspicious at a bunch of frogs and stab them in the fire. Or was it with the fire, there was quite a bit of it and you're slightly overheated from it all...
Either way, you turn in the goblin to the city guard and receive the minor reward for helping keep the city free of thieves: a handful of gold. The cooked frogs you keep for your own purposes.
Overheated I - The more fire there is the stronger/easier to use it gets, but you remember it less clearly.
Assorted scraps of copper
Cooked frogs
A mediocre iron lizard statue
Burnt grass
Mauve swirly grass orb
Basic alchemy set
A couple flasks
A few water flasks
Bucket (water, half full)
Partially constructed Mechastaff
Blasting Rod
Alchemical Bag
Shoes of Minor Magic
An average pile of gold, plus a handful.
Novice Pyromancer I
Novice Magitechnician I
Initiate Alchemist
Untrained Cryomancer
Untrained Psionicist
Untrained Metamage
Find out about any lectures on magic we might be able to attend
Theres not any you could join today, the alchemy one finished up. Sunday is rather quiet of academy things.
You combine the copper and the cooked frog and the iron lizard statue, and create a statue of a lizard and a frog in iron and copper. The lizard is standing victorious over the frog. The frog is lying under the lizard. The statue is of average craftsmageship. You then return to where you'd left the looter and see a couple elves making off with it.
An average lizard and frog statue made of iron and copper
A few cooked frogs
Burnt grass
Mauve swirly grass orb
Basic alchemy set
A couple flasks
A few water flasks
Bucket (water, nearly empty)
Partially constructed Mechastaff
Blasting Rod
Alchemical Bag
Shoes of Minor Magic
An average pile of gold, plus a handful.
You decide to ignore the elves and go back to the magitechnicia lab.
As you look around, you see that there is actually more metals here now, and start on making undead cyborg frogs. Alive they are not (this might've actually killed them more dead, looking at them), but they are successfully activated as cyborg remote control things. Perhaps this would work better with an AI instead of trying to revive frogs, but if you're going to try to build one of those you might as well have something more interesting than, well, frogs. Burnt ones at that, even.
An average lizard and frog statue made of iron and copper
A few remote cyborg control burnt frogs
Burnt grass
Mauve swirly grass orb
Basic alchemy set
A couple flasks
A few water flasks
Bucket (water, nearly empty)
Partially constructed Mechastaff
Blasting Rod
Alchemical Bag
Shoes of Minor Magic
An average pile of gold, plus a handful.
Novice Pyromancer I
Novice Magitechnician I
Initiate Alchemist
Untrained Cryomancer
Untrained Psionicist
Untrained Metamage
You head back to go buy some apples, and return some time later with a good amount of them and somewhat less gold. Heading to alchemy, you peek through the door to see what he wanted the wiggliness for, and then see something on him wiggling that you didn't really want to see wiggling by itself. You stick a Do Disturb sign on there and leave in haste.
Then you get an idea for a giant walking firebreathing lizard...robutt? Maybe you've been outside too much today, that last part doesn't make any sense. But theres plenty of scrap and it would be entertaining anyway.
First, you grab a lizard and remove its arse. You leave the rest of the lizard to cook while you start building the Walking Fire Lizard Robutt, starting with the butt before the lizard butt gets ruined. Its not the best, but its mechanized somewhat. The rest of that area is fairly simple until you get to the legs. The legs are a failure, in almost any sense of the word. You bring out your flame blade and get to work rearranging the wreckage into wheels instead, with reasonable success. Though now that you have it out, there was a few rough edges in need of smoothing out before you move on, so you melt them into smoothness and move on while its cooling off.
Next is the Flame breathing apparatus. You go and quickly check your pyromancy book for something that would help while its cooling, and then open your closet looking for the materials. You only find the red feathers (which are a poor substitute for what you're supposed to use for a pyroagent, but were cheaper and enough fire will get it to work anyway), but a large amount of heat later (and a large bucket of water so you don't just melt your construct while adding them, though you were thirsty anyway), you have several pyroagents. You adjust the robutt so it can open and close and then add the fire breathing contraption to the inside of it more or less securely. You dump the pyroagents inside except for one, drop that one into the ignition, and hope it doesn't just explode instead of starting up.
For lack of a better term, the 'glorious' 3-feet tall, 3-feet wide robotic flaming butt starts up. The doorway is undamaged by the test fire though; theres been far worst attacks than that on it. You walk it outside and attach a note since it won't fit in your room.
Ridiculous or not, the Fire-breather Robutt is built and owned by Petra Arcane. Steal at your own peril.
...Later on, theres another note attached to it:
Terrible. Mechanically impressive. Appraise you above average now.
-Zinqu, Magitechnicia Dept.
Fire-breather Robutt [Loaded, Inactive]
An average lizard and frog statue made of iron and copper
A few remote cyborg control burnt frogs
Burnt grass
Mauve swirly grass orb
Basic alchemy set
A couple flasks
A few water flasks
Bucket (water, nearly empty)
Partially constructed Mechastaff
Blasting Rod
Alchemical Bag
Shoes of Minor Magic
An average pile of gold, plus a handful.
Novice Magitechnician II
Novice Pyromancer I
Initiate Alchemist
Untrained Cryomancer
Untrained Psionicist
Untrained Metamage
You look back in the lab, but a couple others had come while you were admiring your creation and there wouldn't be enough scrap to make an extension to the robutt. So you go back outside and decide to try alchemizing some of the burnt grass midair. It vibrates into an odd tiny energetic kind of thing. Its also kinda hot, so as far as guessing goes, its probably Essense of Minor Fuel. You flask it and it thumps all over the flask before finding a way around that hits the wall minimally.
Fire-breather Robutt [Loaded, Inactive]
An average lizard and frog statue made of iron and copper
A few remote cyborg control burnt frogs
Burnt grass
Mauve swirly grass orb
Basic alchemy set
A flask
Essence Flask: Minor Fuel
A few water flasks
Bucket (water, nearly empty)
Partially constructed Mechastaff
Blasting Rod
Alchemical Bag
Shoes of Minor Magic
An average pile of gold.
The squishy, swirly mauve orb jumps out of your hand once it is outside of the bag. The cat catches it, and a giant flash occurs, followed by the elementals halting to shout at your direction, though you have no idea what they're saying. You look up and the cat is floating. Its also glowing purple and the glow seems to have attracted the elementals to charge toward it instead of each other.
You attempt to pet Tim and he asks you what the hell you're doing with the cat. He also asks if you try to pet everyone you've just met.
Fire-breather Robutt [Loaded, Inactive] (Not here)
Alchemical Bag
-An average lizard and frog statue made of iron and copper
-A few remote cyborg control burnt frogs
-Burnt grass
-A flask
-A few water flasks
Bucket (water)
An average pile of gold.
Partially constructed Mechastaff
Blasting Rod
Shoes of Minor Magic
Basic alchemy set
Novice Magitechnician II
Novice Pyromancer I
Initiate Alchemist
Untrained Cryomancer
Untrained Psionicist
Untrained Metamage
The sign says ' th re wizard{'. Its a rather useless sign and you collect its remains for materials.
After awhile, you've not caught the rabbit. But you did manage to grab it with one of the cyborg frogs while sitting atop the Robutt, so you throw it at the pheonix. The pheonix ignores that and sets you on fire instead, which also makes the bucket smoldering and the alchemical bag a darker shade of brown. The robutt is not particularly affected by your sitting on it while on fire.
Fire-breather Robutt [Loaded, Active]
Alchemical Bag
-Wood (previously a sign)
-An average lizard and frog statue made of iron and copper
-A few remote cyborg control burnt frogs
-Burnt grass
-A flask
-A few water flasks
Bucket (water, smoldering)
An average pile of gold.
Partially constructed Mechastaff
Blasting Rod
Shoes of Minor Magic
Other fireproofed clothes
Basic alchemy set
Novice Magitechnician II
Novice Pyromancer I
Initiate Alchemist
Untrained Cryomancer
Untrained Psionicist
Untrained Metamage
After he makes it to you, you make the offer to him and he gladly accepts the challenge.
...Unfortunately, he seems rather inept at this sort of thing. So inept infact, that the phoenix was looking away from him and he still failed (http://www.youtube.com/watch?v=K_3-J4uK2q8) to sneak up on it. But at least you were able to retrieve his sword with one of the frogs.
You see that bird come back and add another notch on the board before flying off again.
On fire! [Nulled but not extinguished]
Floating cat
Fire-breather Robutt [Loaded, Active]
Adventurer's Sword (almost new)
Alchemical Bag
-Wood (previously a sign)
-An average lizard and frog statue made of iron and copper
-A few remote cyborg control burnt frogs
-Burnt grass
-A flask
-A few water flasks
Bucket (water, smoldering)
An average pile of gold.
Partially constructed Mechastaff
Blasting Rod
Shoes of Minor Magic
Other fireproofed clothes
Basic alchemy set
As far as I can tell from a few previous posts back (and evernote notes) we are as follows.
Location: Phoenix Nests in the Ridiculous Mountains. (These are to the east of the academy we started at).
Name: Petra Arcane
Appearance: A tall woman who could easily be mistaken for a man.
Other: An aggressive female wizard who was magically checked to make sure she was actually a girl. Needless to say, this didn't help matters. She has an excellent tactical mind and is quite accurate with ranged weapons.
On fire! [Nulled but not extinguished]
Floating cat
Fire-breather Robutt [Loaded, Active]
Adventurer's Sword (almost new)
Alchemical Bag
-Wood (previously a sign)
-An average lizard and frog statue made of iron and copper
-A few remote cyborg control burnt frogs
-Burnt grass
-A flask
-A few water flasks
Bucket (water, smoldering)
An average pile of gold.
Partially constructed Mechastaff
Blasting Rod
Shoes of Minor Magic
Other fireproofed clothes
Basic alchemy set
Novice Magitechnician II
Novice Pyromancer I
Initiate Alchemist
Untrained Cryomancer
Untrained Psionicist
Untrained Metamage
There is an indecisive in the matter of moving, enchanted, armored adventurer, a phoenix which is missing its fire, and an active Fire-breathing Robutt nearby.
Dodging the phoenix again, you collect the metal fragments and head West in the Robutt. Along the way, you decide to call the heavy metal flurble, for lack of a more descriptive name for it.Heading west leads you back to the Academy, which you ignore, and further west leads to a town covered in snow. It doesn't seem to be missing anything for a town of mediumish size, so you decide to head to a forge first to experiment with the flurble, or to add to the Robutt if they have enough metal. Then again, you could just do something else instead.
On fire! [Nulled but not extinguished]
Floating cat
Fire-breather Robutt [Loaded, Active]
Adventurer's Sword (almost new)
Pockets
-1 piece of "Flurble"
Alchemical Bag
-Several pieces of wood (previously signs)
-An average lizard and frog statue made of iron and copper
-A few remote cyborg control burnt frogs
-Burnt grass
-A flask
-A few water flasks
-Melted fragments of an adventurer's armor
Bucket (water, smoldering)
An average pile of gold.
Partially constructed Mechastaff
Blasting Rod
Shoes of Minor Magic
Other fireproofed clothes
Basic alchemy set
Novice Magitechnician II
Novice Pyromancer I
Initiate Alchemist
Untrained Cryomancer
Untrained Psionicist
Untrained Metamage
You enter the forge, and deactivate the Robutt. Then, you take out the piece of flurble. On closer inspection, it reminds you of fire. Not the easiest thing to form, not particularly nice, but significant. Perhaps malleable. A rather suitable focus material for your first non-academic attempt. But first, preperations are needed, since you don't know of an easy way to make another flurble.
You pull out some of the forge heat and pour it into the empty flask, and wait a moment after sealing it. It condenses into a tiny flame, which you then place into the forge still sealed with one of the tools nearby. The forge roars for a moment, drawing the attention of the owner.
"What are you doing to my forge, you lunatic! It can't handle fire of that magnitude!" he shouts. While he may have a point (the snow outside is rapidly disappearing in an expanding circle as the heat rises), If it works you won't need the forge afterwards anyway. The second part is a pyroagent, which after some heated debate, are apparently in the nearby closet as emergency firestarters. You chuck one into the forge, and it roars again, causing more consternation in the owner. Next is the right temperature. You consider using the at this point almost-enraged forge owner, but looking for materials would take too much time otherwise, so you enter into more fiery arguments with him for things to boost the temperature further with. After a very, very brief fistfight ending in him being literally burned from the phoenix fire you never put out, he points out where the ingredients are, and since you were reminded of it, you also (with some effort) manage to remove the fire from yourself without dousing it, and into the forge it goes. You do remember carefully placing the flurble on top of the sealed flame, but after that its mostly a haze of academic memories and flames, but when the forge crumbles, atop the remains of a half-disintegrated flask sits an exceptional Flurbine Pyrocitor, back in its original circular shape. You pick it up, and then nearly collapse from the effort catching up with you.
So instead, you sit there and stare at the remains of the burning, ruined forge while the owner slowly limps out to complain of property damage and mageburns. The Robutt is rather damaged by the heat, but nothing unrepairable. Examining your bags, you see the effects of forgetting to properly fireproof your alchemical bag, and your formerly water-filled bucket is on fire.
This is an exceptional flurbine pyrocitor. It menaces with waves of heat and flame. On it is an engraving in glass of flames. The flames are laughing. The craftsmageship is excellent and provides a significant boost to pyromancy, but a significant dampening to any cryomancy within several feet of the wielder, enough to cancel out weak mass-aoe type effects or lesser direct cryomantic attacks.
Rolls
Overheated V - The more fire there is the easier to use it gets, but you remember it less clearly.
Floating cat (angry, otherwise unharmed)
Fire-breather Robutt [Loaded, Inactive]
Adventurer's Sword (almost new, glowing)
Alchemical Bag (singed)
-Several pieces of wood (previously signs) Ashes
-Burnt grass Ashes
-An average lizard and frog statue made of iron and copper (burning hot to touch)
-A few remote cyborg control burnt frogs (heat-damaged)
-A flask (cracked)
-A few water steam flasks
-Melted chunk of adventurer armor
Bucket (evaporated water, aflame)
An averagely heavy mass of gold.
Flurbine Pyrocitor (Significant Pyromantic focus)
Partially constructed Mechastaff
Blasting Rod
Shoes of Minor Magic
Other fireproofed clothes
Basic alchemy set
Novice Pyromancer III
Novice Magitechnician II
Initiate Alchemist
Untrained Cryomancer
Untrained Psionicist
Untrained Metamage
When you don't say anything, he just wanders back off. So you begin pulling wreckage out, finding most of it rusted in the worst places, and some of it rather useless in general. This is all irrelevant with enough heat, and your new focus should help plenty with that. First, you find a box. Then you put that box in a larger box, this one less rusty. Again with the boxes, until you think you have enough layers of scrap to hold the soon to be molten scrap for long enough to move it.
But first before there is any melting, you remove everything unnessesary from the Robutt, including the butt. The parts are used to make a makeshift frame for what looks vaguely lizard-like, and then you begin to pile up metals inside the boxes and melt them. A few explode from too much heat at once, but not enough to cause major trouble. While it was all melting, you have an idea, and start tearing out various gadgetry from the Robo Frame, rewiring it, heat-proofing it just in case it works. Next, you manage to keep the molten metal from falling on the ground as it comes out onto the frame and its newly reconfigured workings. Eventually you run out of melted scrap, but the Flare Beast is completed. Now it just needs to cool off before testing the new system which, if it works, should be much more useful than the flamethrower the Robutt had, though it needs the focus connected to work.
You feel rather cold as the last of the Overheat levels wear off from earlier and the fact that you've been hauling around snow-clad metals sets in. The junkyard guy shouts impressed things at you from his shack, and hurls a lantern in your general direction.
The sun has set.
Floating cat (curious)
Flare Beast [Robotic, Cooling off]
Adventurer's Sword (almost new)
Alchemical Bag (singed)
-A couple piles of ashes
-An average lizard and frog statue made of iron and copper
-A few remote cyborg control burnt frogs (heat-damaged)
-A flask (cracked)
-A few water flasks
-Melted chunk of adventurer armor
Bucket (empty)
An averagely heavy mass of gold.
An Exceptional Flurbine Pyrocitor (Significant Pyromantic focus)
Partially constructed Mechastaff
Blasting Rod
Shoes of Minor Magic
Other fireproofed clothes
Basic alchemy set
Novice Pyromancer III
Novice Magitechnician III
Initiate Alchemist
Untrained Cryomancer
Untrained Psionicist
Untrained Metamage